NOTE: KVP is an abbreviation for "Key-Value Pair". When entering a KVP in the Radiant Entity Window, ensure that you have the entity selected first. If you do not have an entity selected, Radiant will automatically add the KVP to the "worldspawn" entity. This is BAD and will likely cause your map to crash while loading! In these pages, KVP's are referred to in this format: Key | Value. Note they are separated by a pipe ( | ) character. This character should be ignored when entering the Key-Value Pair.To properly add a KVP to an entity:

Select the entity by holding the Shift key on your keyboard followed by clicking the entity(ies) that you wish to add a KVP to.

Enter the first value (this is the Key) into the text field labeled "Key"

Enter the second value (this is the Value) into the text field labaled "Value".

Press the Enter key on your keyboard to save the KVP to the entity. You should see the KVP appear in the entity's KVP table (located above the Key text field).

Placing a Spawner

Zombie

To place a German zombie AI spawner in Radiant, right-click the 2d view, choose actor -> axis -> ger -> zombie -> ger -> ger_sshonor. Do not choose engineer or quad, they are unimplemented AI types which will not do anything.

If you would rather have Japanese zombie AI (Shi No Numa style), simply chose actor -> axis -> zombie -> jp_swamp instead.

Once you have placed your spawner, you need to give it some KVPs so that the game knows to make it a zombie:KVP

Changing the model KVP value of the spawner will not have any effect on the in-game zombie model used. it is simply a model used to represent the spawner entity in Radiant.

Dog

To place a dog spawner, right-click the 2d view in Radiant and select actor, then choose zombie_dog.

Once you have placed your spawner, you need to give it some KVPs so that the game knows to make it a dog:

Key

Value

targetname

zombie_spawner_dog_init

script_noteworthy

zombie_dog_spawner

script_string

zombie_chaser

script_forcespawn

1

spawnflags

3

Spawning Methods

There are multiple ways to have a zombie spawn into the map.

Window teardown (exterior_goal)

Zombies can spawn behind a window barrier and be forced to tear down the window before entering the level. These zombies will not seek out a player until they have passed through a window.

Zombies will always walk to the nearest exterior goal.

Risers

Zombies can rise out of the ground as a more direct way of getting to nearby players. To enable risers for a zone, the zone must have at least one zombie_ai_spawner linked to it which has the following KVPs:

Key

Value

targetname

<zone_name>_spawners

script_noteworthy

zombie_spawner

script_string

riser

count

9999

script_forcespawn

1

spawnflags

3

<zone_name>_spawners will determine which zone activates this zombie riser spawner. This must match the target KVP value of the zone. See Ultimate Guide to Zones in v1.4 Maps for more info.

In order to define locations where zombies will rise out of the ground in a particular zone, place a struct at each location which has the following KVPs:

Key

Value

targetname

<zone_name>_spawners_rise

script_noteworthy

find_flesh

script_string

riser

<zone_name>_spawners_rise will determine which zone activates this zombie riser spawner. This must match the target KVP value of the zone. See Ultimate Guide to Zones in v1.4 Maps for more info.

Remember to use Radiant's "Force drop height to zero" and "Drop selected entities to the floor" buttons to align the riser structs with the terrain. If not done correctly the riser dirt fx will appear incorrectly and the zombies will not rise from the floor correctly.

WARNING: If you have not yet installed the UGX Modtools Patch, you MUST place MORE THAN ONE dog struct per zone. If you place exactly 1 struct in a zone, your game will freeze when you enter the zone. To install the patch, refer to "Installing the Files" in the Modtools Installation Guide.

Dog Spawn Locations

In order for dogs to actually spawn, you need to place some structs in your level.

To define locations where dogs will spawn in a particular zone, place a struct at each location which has the following KVP:

Key

Value

targetname

<zone_name>_spawners*_dog*

<zone_name>_spawners_dog will determine which zone activates this zombie dog spawner. This must match the target KVP value of the zone. See Ultimate Guide to Zones in v1.4 Maps for more info.

WARNING: If you have not yet installed the UGX Modtools Patch, you MUST place MORE THAN ONE dog struct per zone. If you place exactly 1 struct in a zone, your game will freeze when you enter the zone. To install the patch, refer to "Installing the Files" in the Modtools Installation Guide.

Linked to Triggers

You can trigger a group of zombies to spawn at a given location when a player touches a trigger. This trick was used in UGX Cabin to trigger zombies to spawn inside the Cabin upon entering it for the first time. This is useful for cinematic effect or to scare players with an unexpected horde of zombies upon entering an area. These triggers will only work once.

First, create a trigger_multiple brush by right-clicking the 2d view in Radiant and choosing trigger -> multiple. Give the trigger the following KVPs:

Key

Value

target

<zombie_group_name>

spawnflags

32

Replace <zombie_group_name> witch a unique identifier of your choice which does not conflict with any existing targetnames used in your map.

Next, create one or more spawners which will be one-time-only activated by this trigger. For every one spawner you place, one zombie will spawn. Give them the following KVPs:

Key

Value

targetname

<zombie_group_name>

script_noteworthy

zombie_spawner

script_string

zombie_chaser

count

9999

script_forcespawn

1

spawnflags

3

Replace <zombie_group_name> with the the target KVP value of the spawn trigger.